Author Topic: New Map: Desolate Village !!Final Release!!  (Read 25278 times)

lilb990

  • Autococker
  • Posts: 644
Re: New Map: Desolate Village
« Reply #40 on: February 12, 2009, 05:21:21 PM »
I would suggest taking a look at the bsp, you might of messed something up while you were editing the other stuff probably nothing to big :) Looks great!

_burnt

  • Autococker
  • Posts: 698
Re: New Map: Desolate Village
« Reply #41 on: February 13, 2009, 07:57:37 AM »
I think that the yellow flag worked at the start of the round, but i'm not sure because i was in the yellow team at the start so i wasn't paying attention to it.

EDIT: Just tested and the yellow flag worked. Idk if it was somekind of bug or something

EDIT: Played again on beta server and the yellow flag disappeared after few caps.
« Last Edit: February 13, 2009, 01:49:38 PM by JeeJee »

_burnt

  • Autococker
  • Posts: 698
Re: New Map: Desolate Village
« Reply #42 on: February 21, 2009, 03:19:35 PM »
I've made the 8. beta ready and here it is:

http://maps.digitalpaint.therisenrealm.com/archive/desolate_village_beta8.bsp

I made DSM walls for sewers if there 5 or less people palying. I also added steel barrels and cockers for the low route that people would start using it.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: New Map: Desolate Village
« Reply #43 on: February 25, 2009, 07:44:31 PM »
Noticed a couple errors at the console:
Bad field -> required_files == scripts/skplants1.txt
Bad field -> pbsky == 2

I'll still bug you about the super wide ladder. :)

Having the house-shaped ramps still looks a little weird to me.  Is there a reason the ramps are on both sides?  I think you should make the incline a little less steep and have the ramp only on one side.  That would cut down a little on the head-banging and make them look a little more natural.

The map is up on the beta server.

lilb990

  • Autococker
  • Posts: 644
Re: New Map: Desolate Village
« Reply #44 on: February 25, 2009, 08:16:00 PM »
Or he could just raise the sky so there would be no head banging lol

_burnt

  • Autococker
  • Posts: 698
Re: New Map: Desolate Village
« Reply #45 on: February 26, 2009, 08:02:14 AM »
 :P I like super-wide ladders. I had an idea for the other side of the ramp but i don't need it anymore, so i'll delete it. But where do you bang your head?

EDIT: I fixed those and compiled it. Here:

http://maps.digitalpaint.therisenrealm.com/archive/desolate_village_beta9.bsp

I would really like to finish this now. There aren't many problems anymore. So if you don't find anything big, i'll make this the last beta...
« Last Edit: February 26, 2009, 10:18:18 AM by JeeJee »

blaa

  • Autococker
  • Posts: 1218
Re: New Map: Desolate Village
« Reply #46 on: February 26, 2009, 12:03:34 PM »
 Maybe you have something ultra cool to add to the map?

No need to rush. Just think a bit more and add some detail (small things which you wouldn't necessarily even notice). I like such things.

_burnt

  • Autococker
  • Posts: 698
Re: New Map: Desolate Village
« Reply #47 on: February 26, 2009, 12:12:59 PM »
I've been thinking about making details but i just have run out of ideas. I thought like paintings which have shredded and like that... But like for the paintings i would need texture, but i suck at making textures. And if i add too much detail the r_speeds will grow pretty fast because NoVISINGatAll desing

blaa

  • Autococker
  • Posts: 1218
Re: New Map: Desolate Village
« Reply #48 on: February 26, 2009, 12:14:33 PM »
I've been thinking about making details but i just have run out of ideas. I thought like paintings which have shredded and like that... But like for the paintings i would need texture, but i suck at making textures. And if i add too much detail the r_speeds will grow pretty fast because NoVISatAll desing

If there's a will then there's a way.

suomi jyraa

_burnt

  • Autococker
  • Posts: 698
Re: New Map: Desolate Village
« Reply #49 on: February 26, 2009, 12:18:20 PM »
If there's a will then there's a way.

suomi jyraa
Heh, that's the attitude i'm needing. :D Well, because of you i'll try to find something to add :)

lilb990

  • Autococker
  • Posts: 644
Re: New Map: Desolate Village
« Reply #50 on: February 26, 2009, 12:20:00 PM »
Add a secret path or something to the flags where no one would expect it to be that would be pretty cool.

_burnt

  • Autococker
  • Posts: 698
Re: New Map: Desolate Village
« Reply #51 on: February 26, 2009, 12:27:57 PM »
Add a secret path or something to the flags where no one would expect it to be that would be pretty cool.

No secret paths, i don't like them. Noobs only spoil them by parking in front of the entrance and camping from there.

lilb990

  • Autococker
  • Posts: 644
Re: New Map: Desolate Village
« Reply #52 on: February 26, 2009, 12:38:47 PM »
No secret paths, i don't like them. Noobs only spoil them by parking in front of the entrance and camping from there.

Hmm...would be nice to have a mid-flag at the top of the center house? Just throwing ideas out there.

_burnt

  • Autococker
  • Posts: 698
Re: New Map: Desolate Village
« Reply #53 on: February 26, 2009, 12:39:32 PM »
Hmm...would be nice to have a mid-flag at the top of the center house? Just throwing ideas out there.

 :P There aint center houseXD

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: New Map: Desolate Village
« Reply #54 on: March 02, 2009, 08:11:34 PM »
I did notice one thing you'll probably want to fix since it looks bad - looks like you forgot to change one of the textures from sky to stone (see screenshot).  I played it on the beta server.  The DSM seems to work pretty well.  One gameplay issue I saw was that people starting on the roof had a significant speed advantage - like 2-3 hops and they're in the enemy base.

blaa

  • Autococker
  • Posts: 1218
Re: New Map: Desolate Village
« Reply #55 on: March 03, 2009, 06:36:33 AM »
 That speed advantage they get is not an advantage actually. People expect someone to come from there, with current style of playing spraying and praying is not a problem. You can just keep shooting that high until people don't use it always. Hey come on. Look at pp1, speed and low are the fastest but you don't see people rushing blatantly every round, because they know they get shot.


_burnt

  • Autococker
  • Posts: 698
Re: New Map: Desolate Village
« Reply #56 on: March 03, 2009, 07:23:30 AM »
I don't mind if they get to the flag fast, but it's much slower to get from flag to your own base. And i've fixed that bug too. I'll release new beta when i get home.

EDIT: and i added second middle flag for 1-flag

_burnt

  • Autococker
  • Posts: 698
Re: New Map: Desolate Village
« Reply #57 on: March 04, 2009, 10:31:03 AM »
http://maps.digitalpaint.therisenrealm.com/archive/desolate_village_beta10.bsp

Beta 10 there. Just made little things, added small details, changed height of the sky and so on. And of course, theres the second white flag in the sewer.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: New Map: Desolate Village
« Reply #58 on: March 09, 2009, 07:40:06 PM »
Made another demo and put the map on the beta server.  You really need to fix the lighting, though.  Beta 9's lighting looks much better.

_burnt

  • Autococker
  • Posts: 698
Re: New Map: Desolate Village
« Reply #59 on: March 10, 2009, 12:56:08 AM »
Hmm, i don't know what is gone in to the lights. Got to check that out. R_speeds are high, i'm dissapointed at that point to the map, but nothing can really be done, i think.
I'll cut those sharp edges and change those walls a little so you cant see trough them